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It reuses the exact same runes as the Varrock teleport spell and reuses the Trollheim icon. Please change both of these. Perhaps 1 of each Rune rather than 3 air so it plays off the progression.

Also, please do NOT push this off forever as a low priority. If you are going to add new additions they should be done right initially. I don't know why this was rushed out the door with almost no effort being put into it, the teleport has been missing for months and is just a QOL addition that saves like 10 seconds.

As a bonus maybe change the South Feldip Hills Teleport spell icon to something more relevant now that Mobilising Armies is gone?

Taverly Teleport

  • Level 19 Magic
  • 3 Air Runes
  • 1 Fire Rune
  • 1 Law Rune
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over 4 years ago - /u/Jagex_Stu - Direct link

Rationale behind the choice of runes is the lowest-level teleports all require law and air runes. Two also require water, two also require earth, and one required fire. So adding a second that required fire seemed symmetrical.

I'm curious why you prefer one of each rune, as that seems to deviate from any established pattern (and needing to withdraw and carry an additional rune could make a convenience update slightly less convenient).

I originally created this spell in October last year in response to player request. Since other 2D art requests (eg War's Retreat) have continued to take priority, I figured it was preferable to release the teleport spell for the benefit of the niche audience that requested it, than continue to postpone release. According to clue hunters pushing for a teleport at the time, they preferred a teleport spell to silver jewellery.

To ensure it isn't forgotten about, there's still an art request for a unique spell icon, and I've assigned a task to myself to implement it when the UI artists provide the asset.

over 4 years ago - /u/Jagex_Stu - Direct link

Originally posted by Gamez_X

Honestly 1 law, 1 nature and maybe an air rune would be more fitting for what taverly is. It just looks lazy when you're simply repeating a spell icon and exact spell runes, gives the impression you couldnt even muster up enough creativity to think of different numbers. Heck it could even be a lore fail cus you're repeating a rune combination for a teleport but its going to a different location, whats the runes even for if not for directing the destination?

Also must be said, i'm a huge clue hunter too, but i find this just completely unnecessary with the loadstone just 5 seconds away. I know modern players are lazy as hell but we do not need numerous teleports to the same location

I agree with you in principle that each spell requiring a unique combination would make more lore sense.

However, that doesn't appear to be an established convention given that there are already a number of teleport spells requiring identical runes: https://runescape.wiki/w/Teleport_spells

Presumably some degree of intent on the part of the caster factors into the destination, since duplicates are already a thing.

over 4 years ago - /u/Jagex_Stu - Direct link

Originally posted by ImRubic

Thanks for the clarification.

The rational behind spells is that each location requires a different recipe of runes that's unique. Trollheim/God Wars share the same one since they are essential the same location.

I prefer one of each, [1 Law, 1 Air, 1 Fire], because this isn't currently in use. [1 Law, 1 Air, 1 Water] is used for Mobilising Armies/South Feldip Hills and [1 Law, 1 Air, 1 Earth] is used for the Home teleport spell. In addition, the 1 of each rune fits and established theme since it's a low level teleport. If this teleport spell was higher level then I'd suggest 1 Earth and 1 Nature or some other combination.

I figured it was preferable to release the teleport spell for the benefit of the niche audience that requested it, than continue to postpone release. According to clue hunters pushing for a teleport at the time, they preferred a teleport spell to silver jewellery.

I personally think a jewellery teleport would have been the best solution considering a teleport spell isn't really necessary for this area due to lodestones.

Gotcha! I interpreted "Perhaps 1 of each Rune rather than 3 air" as "1 air 1 earth 1 fire 1 water 1 law", hence my confusion.

Thanks for clarifying!

over 4 years ago - /u/Jagex_Stu - Direct link

Originally posted by ImRubic

The only duplicate is God Wars Dungeon/Trolheim teleport which are essentially the same location and thus can be argue from a lore standpoint. For example, you can change the exact teleport location of Varrock/Camelot teleport or in the case of Evil Dave "be slightly off".

With that being said there's a similarity that there are spells that use the same runes, but those spells share a different amount of runes.

Does that exception also apply to all the identical lunar spell teleports?

over 4 years ago - /u/Jagex_Stu - Direct link

Originally posted by Gamez_X

Stu teleports ARNT using exact combinations. Sure there are some which use the same rune types, but in different proportions. For instance the lumby and house spells use law earth and air, but the lumby spell uses 3 air while house only uses 1, thats the difference. You just straight up repeated the varrock spell and thats an issue

Besides convention or not i dont believe fire is indicative of taverly at all. The spell needs changing, and i'll still say 1 law, 1 nature and maybe 1 air will be the most representative of the location. Lets be frank here, runes are NOT that hard to come by anymore nor really cost anything, even for noobs. And likewise, it doesnt matter anyway since theres a free teleport just 5 seconds away which makes this spell redundant anyway. Even the news post said this is really only for clue hunters (again as one i say this isnt needed at all) and any respectable clue hunter will be getting 1000's of natures from clues anyway

Okay, sure, I'm open to changing the rune requirements. Distinctly different runes will also help with distinguishing the spells until unique icons are available.

1 air 1 nature 1 law for the Taverley Teleport it is, then, unless there's a consensus otherwise. When you come to an agreement, I'll write myself a JIRA.

over 4 years ago - /u/Jagex_Stu - Direct link

Originally posted by Wahisietel

While thematically fitting, they don't really work for a low-level teleport spell. Only law runes and the core 4 elemental runes should be used for teleport spells at that level.

also change south feldip hills to a level 60 teleport, the lowest level non-lodestone teleport shouldn't send you to the other side of the map

Okay, well, bearing in mind that restriction of only using elemental runes, I could reduce the rune quantity to distinguish them.

So Taverley Teleport would require:

1 air 1 fire 1 law

1 earth 1 water 1 law.

Any objections to that? Any known conflicts?